SKALD: Against the Black Priory

SKALD: Against the Black Priory

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Flexiglass Jun 16, 2024 @ 8:57pm
Help me think of a ridiculous party composition
I love this game. i just finished another playthrough using an insanely OP team with mercs, but now I feel like i'm hitting the depths of the combat system.

Any ideas for a whacky/fun team composition to win with? Currently i'm thinking 6 melee two-handers
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IlluminaZero Jun 16, 2024 @ 10:03pm 
A party of 6 melee two-handers is nice in theory but the game doesn't really give you two-handers until lv 10 and even then the weapon tables are terrible for two-handers.

From what I can tell most weapon merchants have a 50/50 split between melee and ranged (which is horrifically dumb considering the weapon design)

Then atop of that the melee weapon types are variation rather than weapon parameters. Basically - There are like 3-5 different variations of medium swords. So things like Medium swords are WAY more likely to appear than such weapon types as... Heavy Clubs.

Basically you're going to have to do an insane amount of save scumming with merchant inventories to even get your team online.

If you go One hander + Shield you basically have an inferior officer barring clubs.
Cahalith Jun 16, 2024 @ 10:12pm 
No idea if this is viable (or fun for that matter), but maybe it'd be a challenge to play a party made up entirely of dedicated spellcasters (guild magos and hierophant)?

Or maybe play an all-rogues party so fighting becomes heavily focused on positioning to get backstab bonuses?
IlluminaZero Jun 16, 2024 @ 10:47pm 
Barring the extreme early game I suspect a team of Guild mages wouldn't actually be so bad. It would likely largely devolve into Gnat spam but ey

A team of Rogues would likely be godly early on but the infuriatingly frustrating at the end-game with all the crit-immune undead, constructs, and random cosmic horrors (like the final boss...)
andersonm Jun 17, 2024 @ 3:36am 
All fire mage composition, either guild magos or battlemagos
They become immune to fire, so you can serial cast Inferno or whatever
Griffith Jun 17, 2024 @ 7:20am 
6 thieves.
6 mages that all do earth gnat. lord of the flies?

5 back line healers and then just 1 armsmaster
Ninth Hour Jun 17, 2024 @ 10:30am 
Originally posted by IlluminaZero:
A party of 6 melee two-handers is nice in theory but the game doesn't really give you two-handers until lv 10 and even then the weapon tables are terrible for two-handers.

This is really up to RNG and doesn't seem to be level dependent. In my current game, I had three two-handed swords by the early part of Chapter 1 (around the time I opened up the chest in the Lighthouse cave), which was well before I reached level 10. And one of them was magical. And throughout Chapter 2, I would continue to find a few magical two-handed swords.

In contrast, I rarely came across longswords. And exactly one two-handed axe showed up, in a shop, in Chapter 4.

Building an entire party of two-handers by Chapter 2 is definitely feasible if your luck permits it.
Last edited by Ninth Hour; Jun 17, 2024 @ 10:34am
IlluminaZero Jun 17, 2024 @ 1:26pm 
I've "tested" this via save scumming merchant inventories and I can rather consistently get these kind of ratios from weapon merchants:

~1/2 Ranged ~1/2 Melee (As "ranged" == "bows" this means ranged are vastly over-represented)

50%-70% "Blades (Blades seem to have the most types. Doubly so for medium swords. Rapier, Scimitar, Long Sword, and so forth)

Then of that minority you have "heavy" and "axe/mace"

At any time there was a consistent representation of medium swords due to the high variety of "types" of medium swords. Its so consistent that missing them is akin to repetitively rolling snake eyes.

In contrast something like - "Heavy Mace" is absurdly rare.
Flexiglass Jun 17, 2024 @ 5:18pm 
You guys are really cooking here.

I've never really considered the merchant rates. The biggest item hurdles I've had is just maintaining enough arrows to fire, but that's a good point for the build. Seems like mass 2handers just isn't possible to try for most of the game.

I really like the 6 fire mages spamming inferno, it would probably be busted. However, you would have to rest between every single fight.

I also like the 5 buff 1 armsmaster, would be fun to try out. Two clerics, one mage and one ranger can give him crazy buffs. The tank would be invincible and hit super hard, but realistically he's only getting two swings per turn at most.

Idk, 6 thieves in the late-game sounds so bad that it's probably the most fun one to try
Single character party- a stealth/bow build. the character name: Snake.
Also:

Originally posted by Griffith:
6 thieves.
6 mages that all do earth gnat. lord of the flies?

Full summoner build: 6 magos- Summon magmite, gnat, beetle, and anything else to summon. Just make it a pokemon battle.
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Date Posted: Jun 16, 2024 @ 8:57pm
Posts: 10